Also I'm decluttering some of the other stalls a little bit - some of them have like 20+ items per merchant which seems excessive. The silverware by the clothier and alchemist is a good example, they have like 6 cups, probably close to 10 bowls, 6 or so candelabras, and 4 vases (going off memory here), plus several silverware sets. For sake of performance I'm cutting that number down.

Update on the Anvil situation: given that the city is still very large and unwieldy, I would like to propose the following edits to further cut down on superfluous interiors. Basically, these places have been selected for removal if a. it does not affect he density of the city as a whole, and b. if their interiors prove to be completely useless (i.e. we already have tons of warehouses and apartment blocks, even more are not necessary.

In addition, these edits would do away with the large villa east of Anvil, which has no real purpose in the current plans and is kind of lost over there, and will try to coalesce several of the slum homes into larger, labyrinthine flophouses which will be easier to make and more interesting than five more or less samey apartment blocks.

If nobody objects, I would like to implement these plans once Saint_Jiub has uploaded his last clutter edits.

Update: added windows and door to no. 35 - Harbormaster's Office, as well as some missing doors on the castle.

I think that the shape of Anvil has been pretty much finalized with these last few updates. Someone should do another pass over the exterior for more details and stuff, but apart from that I think it would be fine to open up all interiors in the city.

Imp Cart 2 Causes 100% fps drop in Openmw. Goes down to < 1 on a gaming computer. (These are also in Stirk, and make people in Tes3mp not want to go there cause of the frame drop.)
t_imp_set_cart_02
PC_P7_Anvil_Main Gate_Guilds (Whitespace in ID name)
-120, -55
-977202, -446248, 513
meshes\pc\f\PC_Furn_Ex_Cart_02.NIF

Gardens of the wealthy manors in the south part of town need a major upgrade

I've cluttered up some of the back alley plots between the houses and the city wall - IMO it makes little sense for these to be filled with random rocks and grasses. These places are great for workshops, small personal gardens, small sheds, maybe a goat pen or something.

Docks still need a major cluttering pass.

I've started implementing the new streetlights around the main gate, these should also be added to other (wealthy) parts of town. Perhaps only implement them on the main road through the slums, or use torches as lighting there (to emphasize the class difference).

Morihaus temple has been replaced.

The clutter in the marina (walled wealthy harbor) could be a bit better - IMO it feels a bit too much like a modern tourist port. We need to make a decision on which market stalls to use: the ones we have now are a bit too clean and straightforward, they give me a renfair vibe. We could replace them entirely with the more weathered, "realistic" looking merchant tents/stalls added for HR (with a different wood texture and imperial-specific canvas)

1. City terrain smoothed and matched to walkable static foundations level
2. The City entry area cleared from huge rocks
3. Containers all around the city except Upper Class area
4. Docks area cluttered
5. Junk sunk in a sea floor
6. Trial with gardens
7. Marina Market tents replaced and cluttered
8. Big flower pots used to cover issues between stairs, terrain and foundations
9. Some changes to Middle Class Market
10. Added meshes for Painter's guild exterior representation near the building.

Suggestions for next person picking up this file:

Upper Class area persist untouched except of several gardens I tried to make and wall fence leading to a castle - feel free to change it.
I focused on lighting up the docs, some places around a city should have more lamps.
City entry area still to adjust to a better looking place.
The new Dibellan temple needs to be implemented still.

Added first pass on the Dibellan Temple, fixed copper crate issue, removed some superfluous lightposts and placeholder cupolas. Also added an Anvil city banner to the Navy HQ tower earmarked as a coast guard office.

The temple still needs a second pass for correct doors, a spruced up garden, and some assets that aren't in the data files yet (tiled floors for the basin, borders for the fresco, etc.).

General:
Added light grey vertex shading to shores
Added light grey vertex shading under kelp
Added more container flora throughout the wilderness
Added some green stain and dryad saddle mushrooms in the north
Added water flora (lotus, cattails, hyacinth, lilypads) to the floodlands
Added water lights to the floodlands
Added bc mushroom 64 lights to nirnroot
_PC_Chest_Small_01_Silv renamed PC_xGC_01_ChestSmall01
_PC_Com_Sack_02_Nails renamed PC_xGC_01_Sack_01
Most T_Cyr_Flora_AloeVera01 were bleeding in some way, I assume the mesh went through some changes
Sunk or deleted all kelp that were poking through the surface of the water
Raised most lilypads a bit
A few galleons have no doors, should be handelled by merger
Pulled most windows in Anvil out as far as they go to reduce distant flickering
T_MwCom_Var_Bls2Empty will need to be replaced with cyr versions once they are made, they may also be getting mesh edits from wolli
Added Furn_banner_hanger_01 to banners that weren't connected to anything
Most doors in the city weren't fit to their frame

Abecean Sea Region -125,-50
Region: Inorrect, made Gold Coast Region based on the gridmap.
Rough terrain on the north border will be addressed with border matching
Flora_kelp_02 bleeding into rock x5
Missing vertex shading between sand/grass

Gold Coast Region -124,-50
Region: Correct
Landscape seam in the northeast corner will be addressed with border matching
Smoothed out a huge landscape seam under the cliff
Changed ltex to GC rock under the cliff
Road not sunk
Texture seam on the road, covered with rock x4
Excessive vertex shading under palm tree and a rock
Missing vertex shading under a small rock
Cleaned up the cliff a bit to make it less clumpy
T_Cyr_Flora_AloeVera01 bleeding into rock x3
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x2
T_Cyr_Flora_Thunglew01 floating
T_Cyr_FloraGC_Shrub_01 completely hidden under edge
T_Cyr_TerrRockGC_Rock_06 floating on one side
T_Cyr_TerrRockGC_Rock_11 floating on one side

Gold Coast Region -124,-51
Region: Correct
Road not sunk
Missing vertex shading between the road and grass
Texture seam between the road, grass and grass/rock. Moved a rock to hide it
Excessive vertex shading near palm tree
Some landscape spikes near a bush
T_Com_SetHarbor_CraneMiddle_01 rope very slightly bleeding into the arch
T_Com_SetHarbor_CranePlatfSm_01 moved to match the crane's new position
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground
T_Cyr_Flora_Ladysmnt01 floating
T_Cyr_FloraGC_Bush_01 bleeding into rock
T_Cyr_FloraGC_Bush_02 bleeding into tree
T_Cyr_TerrRockGC_Rock_09 caspering
T_Imp_SetGC_X_Bench_01 floating
T_Imp_SetGC_X_Planks_02 floating
Added some ivy

Abecean Sea Region -125,-52
Region: Inorrect, made Gold Coast Region based on the gridmap.
A few texture seams where sand rotates, changed it to be one sand texture
Rough terrain at the foot of a sand hill
Flora_kelp_01 bleeding into rock x16
Flora_kelp_01 floating
Flora_kelp_01 weird rotation

Gold Coast Region -123,-52
Region: Correct
Pathgrid: added to Brinemoth Fort
Road not sunk
Texture seam near the bottom left corner
Moved a T_Imp_LegionCyr_X_Rubble_06 to hide bleeding created from sinking the road
Missing vertex shading under some rocks
Reduced vertex shading in the fort
Missing vertex shading between rock/grass
Tiny texture seam by a rock on the road, moved said rock over a bit to cover it
furn_com_rm_chair_03 lowered a bit
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Goldenrod01 caspering so small you can hardly see it
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x2
T_Cyr_Flora_Thunglew01 leaf bleeding into ground
T_Cyr_FloraGC_Bush_01 caspering
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_FloraGC_Shrub_02 bleeding into rock x2
T_Cyr_TerrRockGC_Rock_11 lowered a bit to cover tiny sliver poking through ground
T_Cyr_TerrRockGC_Rock_19 bleeding through to the other side of imp wall a bit, moved out
T_Imp_LegionCyr_X_Rubble_06 moved a bit to widen the path
T_Imp_LegionCyr_X_Rubble_06 floating
T_Imp_LegionCyr_X_Wallent_02 caspering x2
T_Imp_LegionCyr_X_WellBroken_01 floating

Gold Coast Region -119,-52
Region: Correct
Added a door to the barrow
Spikey terrain on the right side of the claim will be addressed during border matching
T_Cyr_Flora_AloeVera01 bleeding into rock/floating x2
T_Cyr_Flora_Thunglew01 leaves bleeding into ground
T_Cyr_FloraGC_Shrub_01 bleeding into rock
T_Cyr_TerrRockGC_Rock_02 floating
T_Cyr_TerrRockGC_Rock_08 lowered to hide small sliver of rock

Abecean Sea Region -125,-53
Region: Inorrect, made Gold Coast Region based on the gridmap.
Many texture seams on the beach, made all one sand texture to fix
Missing vertex shading between sand/grass
Landscape spike on the grass
Flora_kelp_02 bleeding into rock x19

Gold Coast Region -124,-53
Region: Correct
Texture seam on the beach
Missing vertex shading between sand/grass
Landscape spike in Olomachus
Landscape spikes under water
Had to rotate the upper 2 rings in Olomachus to grid position to get rid of a gap, very small gap remains from a mesh error.
Flora_kelp_01 sunk too Deep
T_Cyr_FloraGC_TreeOlive_01 leaves bleeding into ground
T_Cyr_TerrRockGC_Rock_04 caspering
T_Cyr_TerrRockGC_Rock_06 floating x2

Gold Coast Region -120,-53
Region: Correct
Added a door to the cave
Added more flora to the wilderness
T_Cyr_TerrRockGC_Rock_09 moved to cover texture seam
T_Cyr_TerrRockGC_Rock_21 raised to cover texture seam

Gold Coast Region -119,-53
Region: Correct
Pathgrid: added to the farm
Missing vertex shading under well
Missing vertex shading under some rocks
Added more flora to the wilderness
Dirt roads not sunk
Moved fence a bit to get it out of the big rock
Lowered the fences a bit
Texture seam where the highway meets the dirt road, seems acceptable to me due to the texture ending exactly where the brick ends.
Some rocks with missing vertex shading on the border, will fix that while border matching
Gold_001 floating
misc_com_bottle_02 floating
misc_com_bottle_05 floating
misc_com_bottle_10 sunk too deep in the ground
misc_com_bottle_12 sunk too deep in the ground
misc_com_bucket_01 floating
misc_de_bellows10 one end bleeding, one end floating
T_Cyr_TerrRockGC_Rock_04 moved a little to line up nicely with the vertex shading
T_Cyr_TerrRockGC_Rock_31 caspering
T_CyrCom_Var_Bl1Skooma bleeding into floor
T_Imp_Set_Cart_01 wheels bleeding into ground too deep x2
T_Imp_SetFarm_FenceStrt_01 bleeding into house
T_Imp_Set_Cart_01 floating
T_Imp_SetGCPoor_X_Barn_01 posts floating, added T_Imp_SetGCPoor_I_Pillar to the bottoms
T_Imp_SetGCPoor_X_Doorframe_02 caspering, moved it and the door back

Gold Coast Region -119,-54
Region: Correct
A few texture seams
Added more flora to the wilderness
Tidied up highway trim in a few places
Missing vertex shading between dirt/grass
T_Imp_Highway_MStoneGold_01 floating on one end

PC_Q6 -124,-56
Region: Incorrect, made Gold Coast Region based on the gridmap.
Named cell "Gold Coast Region"
Cleaned up rocks on the island a bit
Rough terrain by the kollop
active_bubbles00 moved under kollop